;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to reconstruct Stackables.
^Not Possibl!
^Not Possible!
^Allows settlers to improve farmland.
^Increases the effect of Mannors.
^Increases the effect of Churches.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free investment for first civ. to discover, starts generation of Mercenary Captians.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make sea landings.
^May not bombard land tiles.
^Can attack aircraft in flight.
^May be lost to storms.
^Siege unit=> Ignores Maintained Defences.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus cavalry units.
^Free support for Absolutist Governments.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
This is the seat of your government, the city in which this improvement
is placed is the capital of your nation, in Monarchies and Protestant
Monarchies the amount of corruption in each city depends on the distance
to the city with the capital.
In all government types but Catholic Monarchy, the capital city itself
is totaly devoid of corruption. 

@;Barracks
@PEDIAIMPROVE2
Once you've invested in conscription building a garrison in a city will
ensure that new units formed in that city recieve the training and equipment
sufficient for them to be labeled as "Veteran" soldiers.
Furthermore, units stationed in a city with a garrison will be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Having Mills in a city ensures that only half of the city's food queue is lost when it's population expands.

@;Temple
@PEDIAIMPROVE4
One unhappy citizen is made content.
In France, Spain and Sweden two unhappy citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Adds another 50% to the income that is sent to the royal treasury as well as the income recieved by the Church, local Nobles or Burghers.

@;Library
@PEDIAIMPROVE6
Guilds increase the investment capability of city merchants by 50%.

@;Courthouse
@PEDIAIMPROVE7
A palace, representing the power of the throne and the state in a city, harbours the local state administration.
Having a palace in a city greatly increases the city's efficiency and less money will be lost to corrupt tax collectors or nobles.

@;City Walls
@PEDIAIMPROVE8
Keeping your fortifications in good shape is very costly but also
helps a lot during seiges. Fortifications that are properly maintained
are three times easier to defend than those that have been allowed to decay.
However new inventions are constantly made in the field of seige, just keeping fortifications up to date and well maintained is a very costly process and might not be necesary at all times.

@;Aqueduct
@PEDIAIMPROVE9
Grants a village the right to become a city (increase beyond size 4).

@;Bank
@PEDIAIMPROVE10
Adds another 50% to the income that is sent to the royal treasury as well as the income recieved by the Church, local Nobles or Burghers. (cumulative w/ Market).

@;Cathedral
@PEDIAIMPROVE11
Makes three unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increase the investment capability of city merchants by 50%. (cumulative w/ Guilds).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Engineering).

@;Factory
@PEDIAIMPROVE15
Increases the local income of a city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases the local income of a city by an additional 50%
(cumulative w/ Gun Manufacture and Saw Mills or Royal Mint).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases the local income by 50% (cumalative with Gun Manufacture).

@;Hydro Plant
@PEDIAIMPROVE20
A saw mill increases the local income by 50% (cumalative with Gun Manufacture).
It's cheaper to maintain than a royal mint, but requires nearby river to function.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Adds another 50% to the income that is sent to the royal treasury as well as the income recieved by the Church, local Nobles or Burghers (cumulative with Markets and Import/Export Exchanges for a grand total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 20.

@;Supermarket
@PEDIAIMPROVE24
Significant farming reforms allow squares in the city's radius
with the farmland improvement to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All roaded tiles surounding a city with this improvement
give 50% more national income.

@;Research Lab
@PEDIAIMPROVE26
Increase the investment capability of city merchants by 50%
(cumulative with Guilds and Colonial Company for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one extra "Coin" of local income.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops being away from city by 1 for Protestant governments.

@;Port Facility
@PEDIAIMPROVE34
City produces well equiped and manned veteran naval units.
Any ship spending its entire turn in the city regains all it's HPs
as it can quickly be re-equiped, re-manned and repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts local income into national income.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Mill improvement in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
The Veerenigde Oostindiche Compagnie, often shortened to simply "The VOC", was the dutch east indian company, it was the largest and most succesfull of the many european indian companies and brought countless riches from all over the world to Holland.

One extra happy/productive citizen in every city, and three in the city in which this acheivement is built.

@;Colossus
@PEDIAIMPROVE41
All ships travelling between the north sea and the baltic had to pay tolls to the Danish king personally, this supplied him with a steady income troughout the 16th and 17th century. The huge income these tolls supplied the Danish king with made him one of the richest private persons of the 16th century, personal money lender of among others Elizabeth I of England.
Copenhagen produces one extra Gold coin of national income in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
All new ships you produce receive veteran status and the risk of ships being lost to storms is completely removed.

@;Great Library
@PEDIAIMPROVE43
The Hanseatic league, at it's height, was a comercial guild that controlled all the baltic and northern european trade. However the league has seen it's best days and by 1520 it is quickly losing it's grip on baltic trade.
While there is no doubt that the cities that where once part of the Hanseatic League are still rich, the league is no longer in control and this wonder has no real ingame effect (however it will add points to the score of whoever holds it). 

@;Oracle
@PEDIAIMPROVE44
The violent execution of many of the leader's of Swedish nobility has paradoxally served the Swedish monarch well. Now that he is in controll of the nation and the nobility has lost many of it's leaders, Gustav Vasa is able to rule the nation with an ironfist, Quickly striking down any sign of opposition wherever it appears.
Doubles the amount of discontent citizens that are made content by Manors.

@;Great Wall
@PEDIAIMPROVE45
The Spanish millitary system, particullarly the Tercio formation, made the Spanish army nearly unbeatable in the field at the begining of the 16th century.

All Spanish unit's combat strength doubled against Independents.
Counts as Maintained defences in all Spanish cities.
Due to the awesome millitary superiority of Spain enemy nation must offer cease-fire or peace in negotiations.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
The first attempts at creating a standing army was made by the Elector of Brandenburg, that army then became the core of the future Prussian nation.

All new ground units produced gain Veteran status.
Any unit not yet a veteran which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
local income "coin".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
The black chamber of Vienna was famous for it's time, the chamber read through all the mail coming to foreign embassies in vienna, copied the letters, resealed them, and returned them to the post-office the same morning.
The black chamber of Vienna also handled all millitary and politcal interceptions and at it's height the "chamber" handled more than 100 letters per day. All intercepted mail would then be decrypted by the encrypted letters.
-You receive a free embassy with every rival Civilization.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Increases happiness by 4 in all cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
The German Bookmarket increase the investment capability of city merchants by another 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
The berber pirates in North africa with their characteristic ships where able to paralize trade in the mediterenean at times, Spain was constantly at war with them troughout the 16th and 17th century.

Movement rate of all berber ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
"A wise prince will seek means by which his subjects will always and in every possible condition of things have need of his government, and then they will always be faithful to him."
Nicollo Machiavelli's "The Prince" defines the perfect renaissance ruler.
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
The cathedral of Aachen and the nearby city hall where both very old symbols of the Holy Roman Empire, by 1520 all Holy Roman Emperors where still coronated in Aachen.

This wonder has no real ingame effect apart from extra points in the score.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
In 1625 Huig de Groot (Hugo Grotius) released his "On the Law of War and Peace" which stated that there should be a set of rules and laws regulating what armies would be allowed to do in war.
One of Grotius most prominent followers was Gustavus Adolphus of Sweden, who actally tried to create a set of rules mirroring those in Grotius book for his army. However these rules lost what little effect they might've had when the army had to be resuplied with mercenaries during the thirty years war.
Decreases unhappy citizens on same continent by 2 per city, but is obsoleted quickly.

@;Isaac Newton's College
@PEDIAIMPROVE55
The tolerant climate at the Padua University doubles the investment capability of the city's merchants.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Once a year a gigantic fleet would be assembled in the Spanish South American Colonies, filled with all the gold and silver plundered and/or mined there for the last year. These gigantic treasures went a long way to ensure Spain's superiority on the continent, however, the sudden gigantic flow of silver and gold soon lead to rampant inflation...
Pays the maintenance for all city improvements which ordinarily cost 1.000 Reichstaller per turn.  City improvements requiring more than 1.000 Reichstaller per turn maintenance are not affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Cracow castle was the seat of the Polish Monarch. Poland, at the time one of the largest nations in Europe was, armed with it's mighty Hussars, a very real millitary threat to all it's neighbors. 
Later on however, the Polish capital was moved to Warsaw, and Poland (The Polish-Lithuanian comonwealth by then) would adapt a constitution, which with it's liberum veto (consensus required for all decisions), would paralize the nation, ending it's position as one of the greater players in international politics from then on. 

This wonder has no real ingame effect apart from extra points in the score.

@;The Statue of Liberty
@PEDIAIMPROVE58
English protestantism, also known as Anglicanism is a mix of 
the old and new religions, here reflected by the English 
being able to switch religions within one turn. 
This wonder also allows them to get Absolutism much earlier than 
anyone else, estabilishing a cromwellian regime. 

@;The Eiffel Tower
@PEDIAIMPROVE59
In theory any one of the electors from Germany's major regions could gain controll of the throne of "the Holy Roman Empire of German nation", however since the middle ages, the Habsburg candidate has allways been the winner. 
Being the emperor of the Holy Roman Empire does not give one the right to controll the very losely bound together formation of states that is the Empire, however it is worth a good deal of prestige.
When you first obtain control of this wonder, every nation's attitude toward you is shifted 25 points in your favor. Attitudes continue to improve gradually over time.

@;Hoover Dam
@PEDIAIMPROVE61
Constructed in 537 AD the hagia Sophia one of the biggest cathedrals in the world. Located in Istanbul (Constantinople by the time the cathedral was constructed), it was converted to an imperial mosque when the Turks, lead by Sultan Mehmet conquered the city in 1453. 

This wonder has no real ingame effect apart from extra points in the score.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Centre of Administration in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization.
^* Enemy civ's cannot refuse your peace treaties.

@;Apollo Program
@PEDIAIMPROVE64
The pope, and the vatican in Rome, while not quite as powerfull as during the middle ages and the crusades, where still quite mighty. In Catholic nations the pope's word was law, and the leaders of the counter reformation movement is determined to ensure it stays that way. 
This wonder has no real ingame effect apart from extra points in the score.

@;SETI Program
@PEDIAIMPROVE65
Antwerp was at this time one of the major hubs of the european economic system, the city had banks, exchanges and most goods came in contact with the city one way or another during their transition...
While Antwerps position eventually was absorbed by other cities, the old exchange of Antwerp became the model for later economic exchanges in cities all over Europe. 
This wonder has no real ingame effect apart from extra points in the score.

@;Cure for Cancer
@PEDIAIMPROVE66
Symbolising the birth of the protestant movement the 95 Theses gives one extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your nation will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Feudal Monarchy, Monarchy, and
later Counter Reformed Monarchy and Absolutism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Reformed Monarchy, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your parlament may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Feudal Monarchy, except that the corruption
rate is VERY HIGH (see entry for Feudal Monarchy).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Feudal Monarchy
^UNIT SUPPORT
Each unit above the city size costs one silver coin per turn.
Peasants eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Feudal Monarchy has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Feudal Monarchy, none of the invest/treas/other rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, COINS, GOLD) PRODUCES
ONE LESS.
^
^HINTS
Because of Feudal Monarchy's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one silver coin per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the invest/treas/other rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
nation.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Counter-Reformed Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one silver coin per turn.
Peasants eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Counter-Reformed Monarchy, inquisitions limit corruption
to a minimum.
^
^SPECIAL
Under Counter-Reformed Monarchy, none of the
invest/treas/other rates may be set higher than 80%.
^
^HINTS
Counter-Reformed Monarchy is best for large, far-flung empires which need
to maintain a large military.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Absolutism
^UNIT SUPPORT
Can support up to THREE units for free; additional
units cost one silver coin each.  Settlers eat ONE
food per turn.
^
^HAPPINESS
Under Absolutism, NO CITIZEN WILL EVER REVOLT!
^
^CORRUPTION AND WASTE
Absolutism has a LOW rate of corruption.
However, Absolutism has the special disadvantage that
all investments are HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Manors, etc.)
produce taxes equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
Under Absolutism, none of the invest/treas/other rates may
be set higher than 80%.
^
^HINTS
Absolutism eliminates all happiness problems and provides
an excellent revenue.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Reformed Monarchy
^UNIT SUPPORT
Each unit costs one silver coin per turn.  Settlers eat ONE
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or in your territory = within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the invest/treas/other rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
investments and treasury, although you'll probably have to
divert some of your income to other things.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Reformed Nobility wonder can aliviate with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Reformed Republic
^UNIT SUPPORT
Each unit costs one silver coin per turn.  Settlers eat ONE
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or in your territory = within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Republics are immune to BRIBERY
of all forms.
The invest/treas/other rates may be set to any level
desired.
^
^HINTS
Republics can produce spectacular amounts of revenue and
invests much faster than other govts.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.

@;This line must remain at the end of this file!




















